Tales from the Yawning Portal, Ghosts of Saltmarsh, and Candlekeep Mysteries also contain shorter length adventures that are self-contained.īut, that's not what I'm here to talk about. Together, they can be used to introduce a new group of players to the Sword Coast (Forgotten Realms). The Dragon of Icespire Peak (Essentials Kit) is a little more modular and has more bite-sized chunks for the newer DM, but the Lost Mine of Phandelver (Starter Set) is also a very well done scenario with a plot arc the underlies all the encounters. Such a treatment, however, only works if the infection with Horror's blood.
The only way to cure a person from corruption due to the exposure of Horror's blood is by consuming Baranka Fruits.
If you are a new DM and you haven't run the D&D Essentials Kit or the Starter Set adventures, those are both amazing introductory (and relatively short) adventures. Not only can it aggravate nearby Horror, but it can also painfully kill those who are drenched with it after a 100 days. A sorter length (5 to 7 levels) is also a better introduction to the challenges of game mastering. Prepping smaller 3 to 5 session modules and one-shots (single session length) adventures might be better for the new DM. Instead, I suggested perhaps a more short-form campaign would be a better choice. Short episodic adventures give the DM much more freedom to improvise with much less preparation.It's a lot just to learn to run the game much less keep 200+ pages of heavy plot in your noggin. The Horrors (also known as We Are the Horrors) is the debut EP by English rock band the Horrors, released on 24 October 2006 by record label Stolen Transmission.It consists of the A- and B-sides to the two singles previously released by the band: 'Death at the Chapel' and 'Sheena Is a Parasite'.They span as many as 10 to 15 levels of play, which is a lot of game to bite off for your first campaign. The players control a group of archetypal horror characters (ranging from the combat powerhouses of The Chosen or The Monstrous to supportive types like The Expert or The Mundane) as they identify and exploit each new monsters weakness while keeping themselves in one piece.You have to read and digest a couple hundred pages (at least) to fully understand everything going on and be able to foreshadow events (which generally is not done well in the adventure itself).
The Wizards hardbacks are often long intricate plots involving a large number of NPCs.You can watch the video for all the details, but to summarize: About 6 months ago (already?), I suggested that running one of the long hardback adventures from Wizards of the Coast may not be the best idea for a new Dungeon Master.